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Synthetic and Robotic Tweaks #6416

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Diegoflores31
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@Diegoflores31 Diegoflores31 commented Jun 9, 2024

About the pull request

Changes how healing is performed on robotic limbs.
Cable Coil and Welding tool and Nanopaste will now require a base time of 4 seconds in order to heal . this time is reduced with your engineer skills and can be reduced to 1 second.

reduces synth natural brute resistance to 10%.

Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. -->

Explain why it's good for the game

Healing
this change is necesary as a first step in order to do future changes to prostetics. the ability to heal yourself instantly winout the requirement of any help is not something that should be in the game.

heal values:

cable coil (6 uses per stack) : 15 burn per use (90 total)
welder ( 2 fuel per use) : 15 brute per use (blowtorch: 300 total) ( ME3 : 105 total)
nanopaste ( 10 uses ) : 15 brute / 15 burn (150/150 total)

TODO: method to create more nanopaste via chemistry/req

Synth armor
Synthetic armor was excesive being able to reliably tank T3 and T2 pretty much unscathed winout the need of any tools is unhealthy and promotes the synthetic to perform actions that are not fit for their role with very little risk as they do not suffer permanent damage.
Tested ingame they still tank twice as a normal human since they have more HP and no pain. if after a test this seems to be too harsh low melee armor can be added to their uniform.

Testing Photographs and Procedure

Screenshots & Videos

Put screenshots and videos here with an empty line between the screenshots and the <details> tags.

Changelog

🆑
balance: Cable Coil , Nanopaste and Welding tool no longer heal robotic limbs instantly ( escales with enginner skill)
balance: Healing your own limbs takes longer than someone else doing it for you (synthetic/robotic)
balance: Synthetics can now use nanopaste (renamed to Polymer Tape.)
balance: reduced natural armor of synthetics from 50% to 10%.
/:cl:

@github-actions github-actions bot added the Balance You need to be a professional veteran game maintainer to comprehend what is being done here. label Jun 9, 2024
@s5nt
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s5nt commented Jun 10, 2024

To be quite frank I don't think synthetics are nearly as tanky as you seem to think they are.

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@Drulikar Drulikar left a comment

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Please make it so self repair is just the specified healing_time, and if not self repairing you can cut back on the healing time based on engineering skill.

Comment on lines -448 to +438
max_fuel = 5
max_fuel = 10
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Undocumented change that probably doesn't need to change.

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will add to the changelog . this is needed so non engi classes can heal themselves when they get prostetic limbs at least for a limited amount (5 uses ) . sincerely i dont think this affects balance at all , nobody touches that torch

Comment on lines -19 to +20
brute_mod = 0.5
burn_mod = 0.9 //a small bit of resistance
brute_mod = 0.9
burn_mod = 0.9
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This doesn't need to change.

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It has to be done , synths are way too tanky for being a support role, check on any round and you will see synthetics abusing this to basically shrug off any xenomorph and do ballsy moves with no risk

Comment on lines -255 to -256
if(ismob(target))
remove_fuel(1)
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Why?

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we dont want to remove fuel if nothing has been done

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Thats not the situation here for this else; and regardless I do want the fuel removed.

code/game/objects/items/stacks/nanopaste.dm Outdated Show resolved Hide resolved
@@ -22,6 +22,7 @@
attack_speed = 3
ground_offset_x = 2
ground_offset_y = 2
var/healing_time = 4 SECONDS
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Suggested change
var/healing_time = 4 SECONDS
var/healing_time = 3 SECONDS

@@ -189,6 +189,7 @@
/// Used to slowly deplete the fuel when the tool is left on.
var/weld_tick = 0
var/has_welding_screen = FALSE
var/healing_time = 4 SECONDS
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Suggested change
var/healing_time = 4 SECONDS
var/healing_time = 3 SECONDS

code/game/objects/items/stacks/cable_coil.dm Show resolved Hide resolved
SPAN_WARNING("You try to patch some burns on your [target_limb.display_name] by yourself"))
healing_time += 3 SECONDS
if(!do_after(user, max(healing_time - (user.skills.get_skill_level(SKILL_ENGINEER)SECONDS)), INTERRUPT_ALL, BUSY_ICON_FRIENDLY))
return
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As a physical item being used, the cable used should be dropped on the ground on do_after interruption.

Alternatively, only check the amount before hand, and only consume it (and confirm it could be consumed) after the do_after.

@Diegoflores31
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To be quite frank I don't think synthetics are nearly as tanky as you seem to think they are.

They are very tanky . you can test by yourself .

@Drulikar Drulikar added the Do Not Merge If you merge this PR, I will annihilate you label Jun 10, 2024
@Drulikar Drulikar marked this pull request as draft June 10, 2024 03:30
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Either address feedback or close

@CampinKiller24
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To be quite frank I don't think synthetics are nearly as tanky as you seem to think they are.

They are very tanky . you can test by yourself .

I guess you have bad experiences with synths, but a lot of the opening of the PR is not even accurate, especially about healing.

Your changes would render synth only feasible to be played shipside because a lesser drone could theoretically kill a synth, let's not even get into if you're combo'd by a single xeno.

Your 'check any round' anecdotes are not based in reality.

@Diegoflores31
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Either address feedback or close

the feedback literally says "revert half of the PR" . you can close it you think the PR does not fit or you dont like .

@Drulikar
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Feel free to open a PR that makes it so repairing a synth not via self repair takes time. That is what is authorized.

@Drulikar Drulikar closed this Jun 10, 2024
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4 participants